Friday, March 23, 2012

Randomness Revisited

The biggest thing left to do is magic items, and I'm not sure how to proceed here. Copyright and such aside, I always feel magic items are one of the touchy bits in campaign loot, with player choice playing a big role in what's included and what's not. With that in mind I'm leaning toward a more general description for magic items using item types (potions, weapons, armor, miscellaneous, etc.) combined with power descriptors (weak, potent, etc.), perhaps even using my standard Fate/Fudge scale.